Elixir Bugs - Certain 'Elixir' skills not effected by Elixir Traits.
in Engineer
Posted by: Chuckles.8153
(edited by Chuckles.8153)
in Engineer
Posted by: Chuckles.8153
List of skills not effected by Traits and/or Alchemy line duration:
Elixir Gun Kit:
Skill – Super Elixir. Category ‘Elixir’. Base Cool down 20 seconds, duration 10 seconds:
Alchemy: Potent Elixirs (Increases elixir durations by 20%)
Alchemy: Fast-Acting Elixirs (Elixir Skills recharge 20% faster)
Firearms: Fireforged Trigger (Flame Thrower and Elixir gun skills recharge 20% faster); with trait equipped, the cool down over the ability will first read 15, then after a second passes, jumps back up to 19.
(Not effected by Alchemy line duration)
Skill (Utility Belt) – Toss Elixir H. Category ‘Elixir’. Base CD 30 seconds, duration dependent per boon (10 seconds Swiftness, 5 seconds Protection, 10 Seconds Regen):
Alchemy: Fast-Acting Elixirs
Alchemy: Potent Elixirs
(Alchemy line increases duration of this ability)
(edited by Chuckles.8153)
in Engineer
Posted by: Casia.4281
I’ve often wondered if this is bug, oversight, or design change.
It would be interesting in engineer traits had much more cross utility. Elixir gun Elixirs gaining for elixir traits obviously, as you note.
But what about pistols explosive shot? gain from explosion traits such as, explosive power. or Accelerant packed turrets, shouldn’t they get larger aoe, or +10% damage on explosions, and cause vul. (turrets might when traited, didn’t actually test.)
in Engineer
Posted by: Chuckles.8153
Well, the thing with the Pistol skill “Explosive Shot” is that despite the name, its combo finisher is actually Physical, and its condition is a bleed. So despite its misleading name, it actually has nothing to do with explosions at all.
The other abilities are actually categorized specifically as a ‘Elixir’ subset skill on their tool tabs. Much like how a mesmers skills tell you what category they fall under, I.E. Clone, Phantasm, Manipulation, etc.
in Engineer
Posted by: Yamsandjams.3267
In beta, Elixir F (Elixir Gun skill #2) was affected by the fast-acting elixirs trait, although I don’t think it is anymore. I’m not even sure it still has the “Elixir” classification on its tooltip, which is odd since it is then an elixir that is not an elixir.
I remember this being the case because you used to be able to get the CD of this skill to like 3-4 seconds, which meant it essentially became a perma-cripple ability.
Anyways, the reason I’m mentioning this is because it’s evidence that they may have done some redesign and decided that some skills won’t be affected by some traits. But it’s still a little unclear as to what those are exactly.
There’s still a few bugs in some of the skills though, so maybe these are just part of it.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.